/** * Options to drive shader processing to add support for bind groups and uniform buffers. * * @ignore */ export class ShaderProcessorOptions { /** * Constructs shader processing options, used to process the shader for uniform buffer support. * * @param {import('./uniform-buffer-format.js').UniformBufferFormat} [viewUniformFormat] - Format * of the uniform buffer. * @param {import('./bind-group-format.js').BindGroupFormat} [viewBindGroupFormat] - Format of * the bind group. * @param {import('./vertex-format.js').VertexFormat} [vertexFormat] - Format of the vertex * buffer. */ constructor(viewUniformFormat?: import("./uniform-buffer-format.js").UniformBufferFormat, viewBindGroupFormat?: import("./bind-group-format.js").BindGroupFormat, vertexFormat?: import("./vertex-format.js").VertexFormat); /** @type {import('./uniform-buffer-format.js').UniformBufferFormat[]} */ uniformFormats: import("./uniform-buffer-format.js").UniformBufferFormat[]; /** @type {import('./bind-group-format.js').BindGroupFormat[]} */ bindGroupFormats: import("./bind-group-format.js").BindGroupFormat[]; /** @type {import('./vertex-format.js').VertexFormat[]} */ vertexFormat: import("./vertex-format.js").VertexFormat[]; /** * Get the bind group index for the uniform name. * * @param {string} name - The name of the uniform. * @returns {boolean} - Returns true if the uniform exists, false otherwise. */ hasUniform(name: string): boolean; /** * Get the bind group texture slot for the texture uniform name. * * @param {string} name - The name of the texture uniform. * @returns {boolean} - Returns true if the texture uniform exists, false otherwise. */ hasTexture(name: string): boolean; getVertexElement(semantic: any): any; /** * Generate unique key representing the processing options. * * @param {import('./graphics-device.js').GraphicsDevice} device - The device. * @returns {string} - Returns the key. */ generateKey(device: import("./graphics-device.js").GraphicsDevice): string; }